Suffice to say, SSFIV’s StreetPass options is the most fascinating part of this iteration. It involves collecting these figurines that each have their own stats such as attack, power, strength. Every character in the game has seven different versions that have their unique traits. To play with StreetPass, players set up five-figurine teams that automatically go against other Nintendo 3DS systems when two are near each other. Based on a combination of dice rolls and statistics, the game tallies up a winner.

Of course, getting the figures is easier said than done. Players will have to win them via a slot machine minigame. Players will get credits to use the machines by going through the arcade mode or by walking a lot and getting play coins via the pedometer. Obviously, with this kind of mechanic, players won’t always get the figurine they want, so they can also trade them with each other.

I’m more keen on this part of SSFIV than the other modes of the game. I do like the fact that Capcom does a decent job adapting the game — it’s not arcade perfect — but I’m more interested by the features that make this version different from the rest when it’s released March 27.

Resident Evil: The Mercenaries 3D — When it comes to this franchise, I’ve always been a fan of the story campaign rather than the mercenaries mode. The former is what I bought the games for, the latter was just icing on the cake. All of this leads me to wonder: Can you make a whole game out of that?

If Capcom provides enough content in Mercenaries 3D, they absolutely can. The game is a celebration of sorts for the series (It’s Resident Evil’s 15th annivesary this year.) and it deals with the two latest chapters in the series Resident Evil 4 and Resident Evil 5. Players won’t get any new story content per se; instead, Mercenaries 3D takes the pure gameplay from the series and distills it in short chunks that are friendly for handhelds.

I played two levels in the demo and I tried out four characters — Chris Redfield, Claire Redfield, Hunk and Jack Krauser. They each had their own loadouts that will force players to use different strategies when attacking the infected and other creatures. If that weren’t enough, there’s also unlockable upgrades that act like a perk system.

For those who haven’t played it before, the mercenaries mode is all about surviving and killing enemies within a time limit. When playing, I sometimes struggled to stay alive, running away from an overwhelming mass of infected, and other times, I was jamming so much that I was trying to find breakable pink statues that would give me more time to up my score.

I found out that when i did particularly well, and lasted a long time, the game would spawn bosses and that would make the level incredibly difficult. What’s notable about Mercenaries 3D is that the designers don’t mind mixing and matching different bosses and creatures between the two games. Players can see a chainsaw-wielding farmer (Resident Evil 4 villain) in an African market place (Resident Evil 5 setting) or hammer-swinging boss (Resident Evil 5 bad guy) in a European town (Resident Evil 4 locale). The enemy types will be mixed and matched through the game’s 30 missions.

One thing to note: The 3D in this game is immersive. It certainly helped me judge my aiming. It also gave me a better sense of the environment. I always felt that there was an infected lurking behind me. It’s one of the best uses of 3D I’ve seen on the system so far. Add in an online leaderboard and Resident Evil: The Mercenaries 3D jumps near the top of my to-play list when it’s released later this year.

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